combined with this Luminosity texture. It's dependant on the incidence angle

And here it's basically the same

The Ground

3DTotal Texture

modified in photoshop

This is the Colour channel of the Ground-Texture. We took one of the 3dTotal textures and wanted to make it look as if it was Marble

For the Specularity channel, Sebastian simply increased the contrast of the modified Colour Texture and lowered it's brigthness. For the small bump we simply used the 3d Total Bump Texture which belonged to the initial colour map

The Furniture

For the wood texture, we also used a 3dTotal texture as basis, but modified it again in Photoshop with the help of a gradient map. Sebastian really has a hand with those Gradient Maps

colour adjustment with a dark brown gradient map

Before

After

This map was then used in the Colour channel

Since the Colour maps are pretty simple, I won't go into detail here. Then only 'special' thing about the textures of the furniture is the reflection map, which has once again a incidence-angle applied to it.